You mentioned it in a reply further down, but I think it would be good to sticky or mention on the main page, Having both Truce and Surrender will break it. You can tell Moore he signed up for an alliance, but after that, For The Republic will be stuck. Disabling Surrender will fix it.
What about a Yesman/Courier and NCR truce.? Sorry if thats something youre already working on. I dont want to ask you to do something youre already doing ik thats annoying.
Yeah the only thing that would change in that scenario is that Securitrons would spawn at Hoover Dam. And tbh from a lore standpoint I don't know how NCR would react to a bunch of Securitrons showing up unannounced. At least in my mod you tell Moore about it. But I can't think of a way to make that feel semi organic in a Yes Man route.
Hi, I did not have the mod yet when Moore gave me the quest to eliminate house and I cannot reset the quest, so the mod quest did not activate. Is there a way to manually trigger it? Do you have a quest ID to use in console command to force-start it? House is alive, I did not go to Lucky 38 yet. Thanks!
got an issue where i followed House's questline up to the point where i need to go to fort hill, then discovered i would fail the ncr quest so installed this mod. played a bunch then started for the republic and to deal with House, but when i try to interect with House he just says "Make your way to ceasars camp on fortification hill, something very interesting awaits you..." and wont let me intitiate dialogue for the truce
I negotiated with Mr. House and received a quest to report to Colonel Moore, but the dialogue does not appear to Colonel Moore that Mr. House will go with the ncr. So I dressed up as a NCR Ranger and talked to her, but the problem didn't work out.
Samething just happened to me. Used commands to compleate the quest and force start the next one to get around it.
Need to see if everything still works out.
Edit:used commands to complete the quest, "the house is under new management" but the quest, "For the republic part 2," is still stuck. No new objective starts, and I can't use commands to force the next stage to start. Also I'm using the FPGE version, I'll try changing it to the normal one in the morning and see if that fixs it.
Sorry to be a bother, but after convincing House to join the NCR, I go back to Col. Moore and there's no dialogue option to tell her house has agreed to a truce; Weirder still, is that the her quest marker isn't pointing at her in this case, just the center of her office(as if the game doesn't recognize I need to talk to her). So I can't continue the quest, what do I do?
I love it that this mod also adds securitrons that help the NCR at the damn, that is a great little detail. However, I feel there are way too many of them and the final battle feels underwhelming since they wipe the legion soldiers before I can get to them (I saw a group of 3 legionares fighting about 6 securitrons at once, they did not last long). Great mod anyways, this has earned a spot in my load order.
Hi there! Love your "veryuncreative" works! They're really helpful. However they simply occupy too many plugin slots. Any chance to have a all-in-one version of your "truce series"? Would it be safe if I simply merge them using xEdit myself? (New to using xEdit, wonding if this all-in-one goal is risky/has some subtle issue.)
They're not intended to all be used in conjunction with each other. You can do a quick and dirty merge in xEdit, sure, but any issues that may emerge as a result are up to you to resolve. My advice is to look through your load order and get rid of stuff you don't need.
43 comments
Having both Truce and Surrender will break it. You can tell Moore he signed up for an alliance, but after that, For The Republic will be stuck. Disabling Surrender will fix it.
EDIT: Fixed it. I reinstalled + reloaded a older save
Hi, I did not have the mod yet when Moore gave me the quest to eliminate house and I cannot reset the quest, so the mod quest did not activate. Is there a way to manually trigger it? Do you have a quest ID to use in console command to force-start it? House is alive, I did not go to Lucky 38 yet. Thanks!
played a bunch then started for the republic and to deal with House, but when i try to interect with House he just says "Make your way to ceasars camp on fortification hill, something very interesting awaits you..." and wont let me intitiate dialogue for the truce
Need to see if everything still works out.
Edit:used commands to complete the quest, "the house is under new management" but the quest, "For the republic part 2," is still stuck. No new objective starts, and I can't use commands to force the next stage to start. Also I'm using the FPGE version, I'll try changing it to the normal one in the morning and see if that fixs it.
When I find her to talk she just keeps saying if I handled house.
However they simply occupy too many plugin slots. Any chance to have a all-in-one version of your "truce series"?
Would it be safe if I simply merge them using xEdit myself? (New to using xEdit, wonding if this all-in-one goal is risky/has some subtle issue.)